I have been holding off from posting my battlestation until I get my new Lumix G 20mm f/1.7 lens from ebay. Finally got it, so here are the pics I took today . All specs/info can be found on my profile in the 'About Me' section.

This is a hud that I've been working on for a while now. I'm learning Lua as I go, so there's still lots to do. I wanted to make a hud that was faithful to my QL hud, but included some changes that I'd prefer to have. Screenshots: (Click to view full size) Download link for latest version: DQHud1.13 Installing: I've included two files in the Zip. The DQHud folder, which you can drop anywhere in steamsteamappscommonreflexbase and it will get loaded.A text file with console commands for the widgets, which you need to paste to the end of the game.cfg file. You'll need to manually hide the following widgets: AmmoCount, ArmorBar, Buffs, HealthBar, PickupTimers, PlayerStatus, ScreenEffects, Timer, TrueHealth, WeaponName, WeaponRack. You can do this easily from the options menu in-game, which contains the new Widgets section. Use the Visible toggle to hide the chosen widget. Feel free to post any feedback or suggestions below! ------------------------------------------------------------- UPDATE 17.4.205 Fixed the hud for 0.33.4 (PickupTimers was looking very lovely)Added PlayerSpeed widget on the top right corner of the screen------------------------------------------------------------- UPDATE 15.4.2015 Added a new widget that displays frag messages in Duel mode. Provided by Qualx.Adjusted icon shadows (AmmoCount, WeaponRack, PickupTimers, HealthBar, ArmorBar, Timer)ScreenEffects hidden by default. (was supposed to be hidden in initial release, but oops)Added a outline on MiniScores as a temporary solution to knowing your score.Timer turns red when there's 2 minutes left in the match.WeaponRack ammo text turns red when you're running low and grey when 0.Axe ammo in AmmoCount now displays nothing. Previously "-"Stake is now displayed on the WeaponRack by default------------------------------------------------------------- INITIAL RELEASE 12.4.2015 Axe and stake gun have been removed from the WeaponRack.TrueHealth has been removed.When at 100 or below health/armor, the text will change color to yellow.When at 50 or below health/armor, the text will change color to redTimer counts up by default. Counting down code can be found inside Timer.luaWhen there's 5 minutes left in the game, the Timer color will change to yellow.AmmoCount changes color to red when you're running low.High priority on the To-Do List ScoreboardChat box once it gets exposed to LuaSpectator ui (PlayerStatus)The MiniScores widget is a slightly modified version of Bonuspunkt's widget, which can be found here: The DuelFragMessages widget was provided for the hud by Qualx and the original code can be found here: link

To 1. Put this in an .sh (change the app_directory) file and chmod it +x #!/bin/bash wine ./steamcmd.exe +login anonymous + force_install_dir /app_directory +app_update 329740 +quit edit: and just execute the script everytime you want to update. Not really recommended but: regarding 2. It is possible to run a lightweight Desktop on the server (like lxde) and install some remote desktop like vnc. This way you can pass commands to the server via vnc and disconnect from vnc without the server getting shut down. Alternatively you should be able to setup X forwarding and launch the server via ssh -X which should pass the server window onto your local Desktop.

​GT 630 is a really low end graphics card, that's why. Anyone with a PC from the last 4 years that isn't super low end should be fine, framerate-wise. But yeah, obviously the more asset optimisation the better. Sure, it's a detailed map, but that's what all maps will be like when Reflex is done so people should really be anticipating the performance hit anyway. If anyone gets anything less than 300 fps, the gameplay experience is really quite poor due to the framerate-dependant mouse input as it is right now. Once that gets fixed, there should be a lot less complaints about performance, as anything around 120 fps should play completely fine unlike now. People, calm your tits about the map's 'performance'. It's the game's performance, not the map's. Asset optimisation, mouse input fixes and less ancient graphics cards will all help with the performance. Until then, just play the old version.

I don't feel I can contribute to the poll as I was not a part of the CPM scene. But.. I would like to say this: I come from a bit of DeFrag and more so from QuakLive - settling in to Race and a lot of vql CTF. I love the CPM style of movement and I feel that now after a few years I have a pretty good grip of it, although I am still learning especially through reflexes differences (I had never used W air-control so much until now). I am concerned about CTF, As someone who enjoys pql fastcaps and knows the ins and outs of every QL ctf map you would think that combining my two favourite modes (race/pql-physics and ctf) would provide me my most enjoyable experience. But no, I feel quite the opposite about it - It is obvious to me and us all that the CPM movement works wonders for duels and race. But from my experience of pql ctf is that with the extra speed and movement control, it creates such a massive and larger than usual skill gap between players that it makes it extremely susceptible to having unbalanced teams. Having said that, you will find me occasionally playing pql-ctf, but only casually, I just can not take it seriously. A consistent and well trained flag runner in the pql physics can almost single-handedly destroy a game, the same kind of player in vql physics will rely far greatly on his teams contributions, making a player (like vql me) feel useful in a high-skilled match. So, I love reflexes current physics, it seems great and near perfect to me for the duel and race scene. But I feel CTF will need to be slowed down a touch. I feel having multiple physics like quake does is bad, and that if we want CTF to work (and perhaps new/other team modes) and be successful then something needs to change. The movement is a bit of a double edged sword in that way, so I personally am going to embrace any changes perhaps in the name of testing..alpha testing

In the year 2066 there was a worldwide disaster. The last supply of the magical beans of the gods are heavily guarded by a totalitarian empire. After years of slavery and suffering, the common man had enough. Why should the rich powerhungry devilspawns get to enjoy the essence of life, when they don't do anything for society as a whole? No, the rebellion was imminent. Only the best and bravest idiots signed up for a lifetime of pain, training in various arenas to hone their skills, until they one day stand ready to fight for whats right. And thus, the C O F E W A R started, making the world deplete of hype and joy, untill this ragtag team of suicidal coffein addicts had something to say about it.

​1. The current enemy model isn't final, but I don't expect the silhouette of the model to change significantly. This week though, we did implement special "hero lighting" for the players that helps bring out recognizable internal shapes in the character, regardless of the scene they're standing in*. After a certain point, these internal shapes are much more useful for reading a character than just the silhouette. 2. The animations are definitely going to be redone, but we don't have an ETA on them yet. There are technical reasons why the Keel model in Quake 3 is "conveniently standing around in his cilindrical hitbox" and gameplay reasons why 99% percent of players forced their playermodels to Keel, instead of something that backflips everywhere. Hitboxes in Quake 3 are axis-aligned bounding boxes, meaning they don't rotate on any axis, regardless of what the player does. AABBs are used it most games when possible because it's extremely fast to calculate collision and hits against them. QuakeLive moved to a cylinder hitbox for hit detection but I'm confident it always remains flat on the ground for similar reasons. So, most players used Keel because he was one of the few models that actually sat nicely within that AABB and didn't leave it. Quake 3 had some characters with far more interesting animations, but they were generally avoided because of how inaccurate they were. For example, the Doom model occasionally does a backflip. When he's upside down at the apex of his jump, his entire legs are outside the bounds of the hitbox (so if you shoot them, nothing will happen). But then at the bottom, there's half a player worth of "empty" hitbox (so if you shoot the empty space below them, you'll get a hit). While we want to make the animations in Reflex look good, they need to still consider these issues. We have a very small threshold for what we consider acceptable when it comes to player animations straying outside the hitbox, so we need to work with that. 3. The current hitbox for you guys is a standard AABB, same as Quake3. As you can see, there's issues with it. It's easy to have the player rotated in a way where he doesn't fill out the hitbox nicely and (since the hitbox is axis-aligned), there's certain angles that give a greater surface area to aim at than others. This was annoyingly inconsistent in Quake 3, so Quake Live eventually replaced them with cylinders to minimize those issues. The current hitbox we've created for the next update is a capsule shape.* This significantly reduces all of the issues above, to an even greater extent than cylinder hitboxes do. The hostile was actually designed around this hitbox shape and if you look at one of the early concepts created literally years ago, you can see the capsule design in the background. So yes, as of the next update, the hitbox will "coincide strongly with the model's geometry" -- although not CS:GO style. Despite seeming good on paper, capsule-per-bones systems like that have a ton of technical issues to go with them too. The most obvious (because there's 36,000 threads about it scattered around the internet) is that once you're sending everything over the internet, it ends up feeling less accurate as there's far more to get out of sync / incorrectly extrapolated between client and server. One potential solution to that would be client side hit detection, but that generally doesn't feel nice to be on the receiving end of (and is a cheaters wet dream). Doom 3 actually had per-pixel hit detection, but it was offline only for exactly these reasons. And really, a system like that doesn't even make sense in a game like Reflex. Given the movement speeds, shots to the lower half of a player would basically be a coin toss, even if we could magically have the hitbox immune to network issues. I'm pretty confident that if we implemented it, neither us developers or our players would be happy with the way it felt. 4. Ragdolls for non-gibbed enemies has been planned for a very, very long time. We were going to put it in before Kickstarter but we ran out of time and ever since then, it's been pushed back in favour of more important tech and art work. At the very latest, it will come when we update the characters and animations. It will also magically fix a bug with floating corpses (which is the reason why we don't use the death animations we've got and instead always gib players ;)). -- So yes, there are ways in which Reflex will never look as polished as something like the next CoD or BF title. But it's import to remember that there are solid reasons for this. The slow transition from AFPS to modern military shooters can be easily understood through these art concerns being a higher priority than gameplay and that's not the way we work -- gameplay comes first, even if it looks a bit stupid. Bunny hopping will always look a bit stupid, so you're not likely to see a modern AAA title that has bunny hopping. You can't have accurate crosshairs unless you fire from the middle of the view, so you get aiming-down-sights. It looks wrong if you instantly transition to aiming down sights, so you get the delay as the view lerps. It looks wrong if you instantly trigger animations, so you get less responsive input. It looks wrong if you switch weapons in 100ms, so you get extremely long switch delays. There are hundreds of examples of this, and the core difference between Reflex and other games is that we will always put gameplay first and do the best we can to make it not look weird not creating gameplay around what looks best. * All of this is a work in progress. Please don't send me giant angry rants about things that are a work in progress. Most of the time, the issues you've sent me a small thesis on are already well understood and simply not implemented. All the premature rage does is make me less inclined to show anything we're working on.